In a vacuum, I suppose. But, especially when it comes to healers, how much of that resource you'll be able to hold on will depend on the encounter, the team's composition, and the party's skill level.
A RDM in a hardcore party might be able to push more for the MP expensive, high damage routes if the team's AST loads them with Ewer, or if the BRD is singing their MP song. A RDM in a prog party would probably be throwing out Verraise more often, needing to resort on the route that earns them more MP.
I wasn't around for it, but I hear a lot that the problem with resource management in ARR was that the party depended too much on the BRD to be playing their resources song, and to regain resources you'd have to stand around and do nothing. I think a healthier design would be that jobs have a resource they have to manage, with an option to either use higher value tools that cost more resources or moderate value tools that costs less or gains resources. This way, you have more agency over your resources, but the most optimal paths would require more teamwork.
Of course, resource management highly depends on encounter design (which they said they were focusing on this expansion). I think something similar to Coils calls for more attrition-style gameplay that supports resource management.
